| Post/Author/DateTime | Post |
|---|---|
| M-bark01-30-08, 12:10 PM | A new 1001 thread! Post all your ideas of new pieces of cool and weird equipment here. For convenience, please let's just stick to a couple of little rules here: 1.) Please post the number of the pieces of equipment you are posting. 2.) Please include enough information on the weapon. This includes the following: - cost, weight and general application for every piece of equipment - weight category (light, one-/two-handed), damage, critical range and multiplier, range and damage type for weapons. - weight category (light, medium or heavy), AC bonus, AC penalties, Maximum Dexterity bonus and Arcane spell failure for armour/shields. - magical properties (please be considerate with this overall, not like how I went all overboard a little lower in this post, although it may be fun from time to time to create an "uber weapon" or the like), also, in the case of non-artifacts, also please do add how they could be made - for intelligent items, please also include Ego, Alignment and personality if you can. 3.) Background information on the weapon would be much appreciated. How did you get the idea for it? Where did the weapon come from? How was it made? All that and more are things you could add. I'll start off with an example of a weapon: 1.) Exotic Weapon: Bladed Morningstar Cost: 100 gp Dmg (S): 1d8 Dmg (M): 1d10 Critical: x4 Range Increment: – Weight: 8 lb. Type: Bludgeoning and piercing and slashing I always wanted to have a weapon that could pierce, slash and bludgeon stuff to death, even much before I ever even heard of DnD. This weapon is similar to a morningstar, except that three shortsword-like blades stick out of the top to deal an extra bit of slashing damage to what the morningstar already could deal in bludgeoning and piercing damage. --- (from here downwards is merely extra information to make this weapon extra effective against monsters with DR, skip it if you will) But wait, now that I made this weapon for the purpose of being used in DnD, let’s make this weapon even better. Like, say, have it be made from adamantine, alchemical silver and cold-forged iron. Of course, we shouldn’t stop there. Let’s just go all good and make it at least a little bit epic, m’kay? +6, woo! Now that the weapon is epic, it should get a little magic, too, right? C’mon, let it have Acidic Burst, Flaming Burst, Icy Burst, Shocking Burst and the Thundering abilities, too. And to make those abilities more worthwhile, make it Keen, too. Then let’s settle down for a second to think. What else could we add to make this weapon better? Of course we could just add every single ability we can think of, but let’s keep the abilities to a minimum, and focus on making this weapon so great that it can bypass pretty much any DR (aside from DR/–). We got most of ‘em covered. Which ones could be left? But of course, those pesky alignment-related DRs! So let’s just enchant this epic weapon further to also be Anarchic, Axiomatic, Holy and Unholy. (Of course, at this point, a few people will scratch their head and think ‘Don’t those cancel one another out?’ Thing is: it doesn’t matter. It might be so, it might not be so.) So now you have a weapon that deals 1d10 piercing/bludgeoning/slashing damage + 1d6 fire + 1d6 cold + 1d6 electricity + 1d6 acid, deals another 2d6 to NG, LN, NE and CN aligned creatures and 4d6 to LG, LE, CE and CG aligned creatures. And that is when it is not even critical hitting! Then it deals 4d10 piercing/bludgeoning/slashing damage + 1d10 fire + 1d10 cold + 1d10 electricity + 1d10 acid + 3d8 sonic, deals another 8d6 to NG, LN, NE and CN aligned creatures and 16d6 to LG, LE, CE and CG aligned creatures. --- Now, off with ye, post thine wondrous and beweirding bucklers and swords and all other sorts of stuff! |
| dengarbountyhunter01-30-08, 04:19 PM | Actually, it sure would be nice to add a tad of mandatory info such as the "weight category" (light, one-handed or two-handed; is there a name for that?). If this weapon is one-handed, it is strictly better than the bastard sword... And I don't see the use of a thread where you describe to us what enhancement you can put on a weapon. I think we figured out ourselves that a weapon with zillions of enhancements would be good (if not too much actual bonus to hit was sacrified for enhancements since all that extra damage is useless if you can't hit people). Now, enough ranting. I'll contribute with three weapons and two "special items" of mine: Splash mace Simple light weapon Price:50 gp Damage:1d4 and special Critical: 20/x2 Weight: 3 lbs Type: Bludgeoning and special This weapon is shaped like a heavy mace with a hollow head that lets small holes appear on the upper half when twisted (move action). It can be filled with one pint of oil and lit to give illumination equal to that of a lantern, or be filled with substances such as holy water to splash creatures with. When used in combat, it spills its content on the target, dealing splash damage (1 point of damage, fire if burning oil or holy water if it is filled with holy water). The splash mace is empty after 6 uses; one hour of illumination count as a use, so does one splash. It takes a full-round action to fill it and lighting it is a full-round action (as lighting a torch). Small sized creatures use it as they would use heavy mace (a light mace of their size would have ridiculous oil capacity). The splash mace can also be filled with other substances, at the user’s own desire and risk, such as magical oils or alchemist’s fire. Feats concerning the light mace, or heavy mace for Small characters (such as Weapon focus, Improved Critical, etc.), can be applied to the splash mace for a proficient user. Carnyx Two-handed Martial Weapon Price: 30 gp Damage (M): 2d4 Critical: 20/x3 Weight: 8 lbs Type: Bludgeoning The carnyx is a long and heavy bronze tube, with a large curved head often shaped like the head of a beast (dragon, wolf, griffon, etc.). It is also a crude wind instrument, played much like a horn (either by making a reed with the lips or with an incorporated reed). Jackal staff Two-handed exotic weapon Price: 15 gp Damage: 1d8/1d8 Critical: 20/x2 Range increment: 10 ft Weight: 6 lbs Type: Bludgeoning The jackal staff is a long piece of flexible wood, with a larger knob at each end. Rumour has it that its name comes from the desert-dwelling tribe of jackal-revering nomads using them, while others insist that it is because the weapon can be as malicious as a jackal in the right hands. A jackal staff can be thrown, requiring both hands and dealing 1.5 times the user’s Strength bonus on damage. However, the true strength of a jackal staff is that it bounces off its main target. A proficient user can make a second attack roll if the first one is successful to hit a target within 10 feet of the first one, with a -4 penalty on both the first and the second attack rolls. If the thrower is within 10 feet of the first target, he can instead choose to target himself (AC 10) to catch back the staff. This feature can be used to bounce the jackal staff off obstacles and around cover, but the penalty incurred is often not worth the trouble. Fungus shield, steel Steel fungus shields are steel shields on which a pouch of soil with phosphorescent fungus spores has been fixed by metal mesh. If one litre of water is applied to the shield, the fungus spores outgrow the metal mesh and cover the shield, into a hard fungus layer after 24 hours. When there is only shadowy illumination or no illumination, the fungus shield emits bright illumination in a 10 feet radius and shadowy illumination in a 20 feet radius. When there is bright illumination, the fungus shield stays dormant. The fungus dies after 1d6 minutes of exposition to true sunlight and is as sensitive to light spells as undead are. It can be considered as a normal plant (not a plant creature) for purposes of spells and effects. One litre of water per day is enough to keep the fungus alive. The whole contraption costs 20 gp for a buckler or small shield, or 25 gp for a large shield. A fungus shield weighs 1 more pound. Fungus shield, wooden Wooden fungus shields are wooden shields on which phosphorescent fungus spores have been planted. If one litre of water is applied to the shield, the fungus spores grow in 24 hours into a hard fungus layer. When there is only shadowy illumination or no illumination, the fungus shield emits bright illumination in a 10 feet radius and shadowy illumination in a 20 feet radius. A tower fungus shield emits bright illumination in a 15 feet radius and shadowy illumination in a 30 feet radius. When there is bright illumination, the fungus shield stays dormant. The fungus dies after 1d6 minutes of exposition to sunlight and is as sensitive to light spells as undead are. It can be considered as a normal plant (not a plant creature) for purposes of spells and effects. One litre of water per day is enough to keep the fungus alive, but after 2d6 weeks the shield itself is too rotten to be effective. The spores cost 10 gp for a light shield, 15 gp for a large shield and 30 gp for a tower shield. A fungus shield weighs 1 more pound than a normal shield. |
| Black Mantha01-30-08, 05:48 PM | OK, I've got a few items in my personal files which, on reflection, are a bit silly. 7. Whip-chain scythe One-handed Exotic Melee Weapon 225 gp, 1d12(M) 1d10(S) damage, x3 crit, 12 lb, Piercing and Slashing Reach, Weapon Finesse This complicated weapon consists out of a series of half-foot metal segments, which can pivot in only one direction, and cannot go beyond the 180 degrees point. This way it can be used as a whip in one direction, and as a straight shaft in the other. At one end is a handle, and on the other double miniature scythe-head. It can be used as a whip for the purpose of tripping an opponent. 8. Boots of ***-Kicking Wondrous Item As long as you wear these boots, you can make an unarmed melee attack as a swift action as long as you've made another melee attack this round. You may also do it as a standard action with no restriction. It deals subdual damage normal for a creature your size, plus strength bonus. You don't provoke an attack of opportunity, but feats and class abilities increasing your unarmed damage don't count. Weak Transmutation; Caster Level 4th; Prerequisites: Craft Wondrous Item, Jump. Price: 3,500 gp; Weight: 3 lb. 9. Periodic Table Wondrous Item (got it from this (http://www.ozyandmillie.org/) site) This piece of furniture is constantly jumping into and out of the ethereal plane, taking with it everything lying on it. Although the ethereal plane has no gravity, things on the table do not drift off. The table can transport up to 2000 pounds of weight, above that the table breaks. There are 1d20 rounds in between each jump. You will need to cast dimensional anchor on it if you want to transport it. Moderate (Conjuration); Caster Level: 11th; Prerequisites: Craft Wondrous Item, Blink; Price: 10,000 gp. |
| Ikeman0401-30-08, 06:45 PM | I had one I put in a campaign that I never named, though I'll give it a name for now: Pattick Barner's Blade +2 Corroding Greatsword This +2 Corroding Greatsword was once weilded by(bandit-turned-champion-of-justice) Pattick Barner. With this sword, Barner slew both dozens of innocent people and at least seventy Orcs to clear out the area he planned on using to build the town of Barnersdale, built to provide a place for those wishing to repent their crimes in safety, though it turned out that he'd finally met his match. Rather than die on the battlefield against the chieftan of the Orc tribe settled on 'his' land, he called out to his god for a way to save himself from dishonour and, upon believing that his call had not been aswered, he thrust his blade into the ground in a gesture of frustration. One could imagine his surprise and thanks when his own blade slid from a crack in a nearby boulder and pierced his heart. Barner's Blade appears to have a hilt made of tarnished bronze wrapped in cracked leather, with a blade made of a grey-brown stone veined with white marble[use statistics for a normal steel greatsword]. three times per day, the wielder may plunge the blade into the ground and make an attack roll against any target within thirty feet. The first time this effect is used, your target is flat-footed. One the second and third, anyone who saw you use this ability is not flat-footed because of this(though they may still be flat-footed for other reasons). |
| M-bark01-31-08, 09:22 AM | Actually, it sure would be nice to add a tad of mandatory info such as the "weight category" (light, one-handed or two-handed; is there a name for that?). If this weapon is one-handed, it is strictly better than the bastard sword... And I don't see the use of a thread where you describe to us what enhancement you can put on a weapon. I think we figured out ourselves that a weapon with zillions of enhancements would be good (if not too much actual bonus to hit was sacrified for enhancements since all that extra damage is useless if you can't hit people). The weapon I posted was meant as a two-handed weapon. No use in making it too good. (If you leave out any enhancements, that is.) I came up with the idea for the weapon when confronted with a lot of monsters with some heavy DR, and I wanted to create a weapon that could bypass as much DR as possible. Hence the reason why I put those magic enhancements up there, too. Not everyone has the DMG, especially players, so I added some stuff explaining what some of the features of the enhanced version of the weapon do. I got a little carried away with it, I suppose, and the Keen and Burst parts perhaps could have been left out (with the bursts being reduced to simply Flame/Frost/Shock/Acid). As for the part of a thread where you can explain what enhancements you can give a weapon, well, you could do that in pretty much every thread if you liked. In a thread like this one, however, you wouldn't be off topic, it would be more relevant. Hence why I don't just go about posting off topic stuff on other threads. Besides, in the DMG, there are also weapons ready-to-be-used like the Holy Avenger, where they have put enhancements on already and explain what they do. I'll take your suggestion on the part of the mandatory things to heart. I'll put up some templates, too perhaps, for easier use, so more people will stick to those mandatory parts. Of course, there still will be people who won't stick to them, just like there are always people who don't stick to board rules, laws, etc. Just in the same manner as you didn't put up the numbers with the weapons. Do remember to do so next time. ;) And now for something completely different: 11.) Martial Weapon: Rubber Whip Cost: 18 gp Dmg (S): 1d4 Dmg (M): 1d6 Critical: x2 Range Increment: Reach weapon Weight: 2 lb. Type: Slashing damage The rubber whip works like an ordinary whip, except that it deals less damage, and it can also function as a bungee cord when you need to get down a long way in a short amount of time. Just tie it to something strong and heavy and leap downwards! As long as the 'fall' is 50 feet or less, you take no damage. If the fall is longer, you can let go of the rubber whip and continue falling as normal. Once you let go of the whip, it shoots back upwards and cannot be reached again from the place you let it go, unless you're standing 15 feet or less below the place where the rubber whip was tied. The rubber whip can be used as an ordinary rope, but DCs for climbing and tying it are increased by 5. |
| Erasmas01-31-08, 12:03 PM | Here's one that I made yesterday for my current campaign. (12.) The Rooted Thorn (Dagger +3, Immovability {a +2 equivilent}) Chaotic-Neutral Ego = 8 INT: 12 WIS: 10 CHA: 12 Empathy; 30 ft. Vision & Hearing Lesser Power: Wounding effect upon removal (See description) This dagger appears to be an ornately made weapon formed to look like a rosebud on a stem. The bud forms the pommel, the leaves form the crosspiece, and the stem forms the blade. There are "upward-pointing" thorns staggered along both sides of the blade that function as barbs. At the touch of a button, hidden near the crosspiece, the dagger takes on the properties of an Immovable Rod, with the following changes: + After any succesful attack with The Rooted Thorn, the wielder may choose to activate the immovable portion of this weapon with a free action. Deactivating this function is also a free action. The target of this attack is now "stuck" in place. + A "stuck" character that performs any action requiring any movement (i.e. casting a spell, attacking, taking movement) automatically takes damage from The Rooted Thorn (1d4+3). + A "stuck" character who deactivates The Rooted Thorn takes 1 point of damage from the movement of the imbedded dagger. + A "stuck" character removing The Rooted Thorn automatically takes damage from the weapon ((1d4+3)x3) and is considered to have been struck by a weapon with wounding. Cost: 51,302 gp Dmg: 1d4+3 Critical: x2 Range Increment: 10 ft. Weight: 2 lb. Type: Piercing damage |
| SkipSandwich02-04-08, 09:09 PM | Here's one I created in response to another thread the other day. Gnomish Gearblade Exotic two-handed weapon dmg (S): 2d6 slashing crit 19-20/x2 dmg (M): 3d6 slashing crit 19-20/x2 Weight: 10lbs Cost: 150gp This unusual device was originally designed as a tool, not a weapon. It features a toothed chain driven at high speeds by internal clockwork mechanisims, a hand crank on the side is there to re-wind the device. The grinding teeth are capable of shreding most any material, granting a +4 bonus on sunder attacks and dealing double damage to objects. The rending teeth have terrible effects on living creatures as well. On a successful critical hit against a living creature, the target is severely wounded, and suffer 1d3 points of damage each round due to excessive bleeding. This damage can be stopped only through the aplication of a DC 15 heal check or at least 1 point of magical healing. This wounding effect has no effect on creatures immune to critical hits. The clockwork mechanisms within the weapon, when fully wound, are capable of providing up to 2 minutes of continueous operation. It takes 5 minutes to fully re-wind the gearblade. In a pressed situation, the wielder may attempt a DC 15 strength check to quickly wind 1d4-1 rounds worth of operation out of it, however failing this check by 5 or more causes the weapon to jam, becoming inoperable until repaired. rolling a natural 1 on any attack roll with this weapon also causes it to jam, rendering it inoperable until repaired. Attempting to use this weapon when the teeth are not spinning, causes it to deal only half as much damage (3d3 for medium, 1d6 for small), and it looses its bonus to sunder attempts and ability to deal double damage to objects. |
| sakuradm02-13-08, 05:25 PM | well heres an idea my friend, check out crystalkeep.com ...it has an almost full list of armour,alchemal items,weapons,kits and the like, along with all the information and a brief description... or check out my website www.freewebs.com/dndfans068/generalstore.htm it has a nice list of stuff.... |
| Samurai_Zero02-13-08, 06:42 PM | Here's one I created in response to another thread the other day. Gnomish Gearblade Exotic two-handed weapon dmg (S): 2d6 slashing crit 19-20/x2 dmg (M): 3d6 slashing crit 19-20/x2 Weight: 10lbs Cost: 150gp This unusual device was originally designed as a tool, not a weapon. It features a toothed chain driven at high speeds by internal clockwork mechanisims, a hand crank on the side is there to re-wind the device. The grinding teeth are capable of shreding most any material, granting a +4 bonus on sunder attacks and dealing double damage to objects. The rending teeth have terrible effects on living creatures as well. On a successful critical hit against a living creature, the target is severely wounded, and suffer 1d3 points of damage each round due to excessive bleeding. This damage can be stopped only through the aplication of a DC 15 heal check or at least 1 point of magical healing. This wounding effect has no effect on creatures immune to critical hits. The clockwork mechanisms within the weapon, when fully wound, are capable of providing up to 2 minutes of continueous operation. It takes 5 minutes to fully re-wind the gearblade. In a pressed situation, the wielder may attempt a DC 15 strength check to quickly wind 1d4-1 rounds worth of operation out of it, however failing this check by 5 or more causes the weapon to jam, becoming inoperable until repaired. rolling a natural 1 on any attack roll with this weapon also causes it to jam, rendering it inoperable until repaired. Attempting to use this weapon when the teeth are not spinning, causes it to deal only half as much damage (3d3 for medium, 1d6 for small), and it looses its bonus to sunder attempts and ability to deal double damage to objects. interesting idea on the modern chainsaw but a bit OP, I was working on the same concept only I added a few different things such as: 1: critical is x2 not 19-20 x2 2: sure if you screw up and your chainsaw jams you have to disgard it until its repaied, but dc15? thats kind of easy if your a fighter with 18 or even 20 Str (which is quite common in my campaigns) 3: the damage is to wierd, there wouldn't really be a difference in damage for small and medium, because its the rotation of the teeth that are doing the damage, not the weight which is what the damage of most common weapons are based off of. basicly what I had as a concept (still in progress I might add) is: Chainsaw (Exotic): 3d6 x2 Ripping* havent decided gold yet but weight would be about 15 lbs Ripping: A new damage type that involves both piercing and slashing at once. This damage can not naturally penetrate most armor, but a sunder attempt may be made as a Str check of DC 10 + the hardness of the material. A successful roll results in a successful attack against the wearer, however a failed roll results in the weapon bouncing off of the material, and in a situation where a 1 is rolled the weapon makes a second attack against the user. --------------------------EDIT----------------------------- Forgot to add my own Invention, based off of the notebook from Death Note Death Note (Magical): This notebook looks like a common black note book with “Death Note” written on the cover. On the inner cover and continued on the back cover written are “Rules” in the most common language: Common. The Rules: The person whose name is written in this note shall die. This note will not take effect unless the writer has the subject's face in their mind when writing his/her name. Therefore, people sharing the same name will not be affected. If the cause of death is written within 40 seconds of writing the subject's name, it will happen. If the cause of death is not specified, the subject will simply die of a heart attack. After writing the cause of death, the details of the death should be written in the next 6 minutes and 40 seconds. If a persons name is spelt wrong 3 times they become immune to the effects of the Death Note. If a persons name is written wrong purposely the owner will instead die. The owner may trade in half of his life to gain the eyes of a Shinigami. (Havent figured out how this will work yet, as we all have no clue how long our characters would last, any ideas?) Continued on the back If the owner of the Death Note does not kill within 13 days of the last entry, he or she will die. If the Death Note is burnt, destroyed, or otherwise damaged in any way, all those who have touched that Death Note will die. Inside are lined pages, the first few filled with names and deaths. (knowledge: History / Nobility Royalty to recognize any of them) More than likely this would be a book dropped by Wee Jas as all shinigami's in death note are true neutral, and nuruel sp? is chaotic evil. |